3ebeb3a3e8
## Summary Adds a new community app at `packages/twenty-apps/community/github-connector` that demonstrates a complete, production-style GitHub integration built on the Twenty SDK. It is extracted (and decoupled) from the internal `twenty-eng` workspace so external developers can use it as a reference for their own connectors. What it ships: - **Six synced objects**: `pullRequest`, `pullRequestReview`, `pullRequestReviewEvent`, `issue`, `projectItem`, `engineer` - **Logic functions** for periodic backfills (PRs, reviews, issues, project items, contributors) and a single signed-webhook route trigger (`POST /github/webhook`) that performs idempotent upserts for `pull_request`, `pull_request_review`, `issues`, and `projects_v2_item` events - **Views, navigation menu items and a GitHub folder** so the data is discoverable in the UI out of the box - **Configurable repos / project numbers** via `GITHUB_REPOS` and `GITHUB_PROJECT_NUMBERS` application variables — no hardcoded org ## Authentication Two interchangeable modes (PAT preferred for quick setup, GitHub App recommended for production): 1. **Personal Access Token** — set `GITHUB_TOKEN`. Used as-is for both REST and GraphQL. 2. **GitHub App** — set `GITHUB_APP_ID`, `GITHUB_APP_PRIVATE_KEY`, `GITHUB_APP_INSTALLATION_ID`. Issues a signed JWT, exchanges it for a short-lived installation token, and caches the token until expiry. Webhook signature verification (`X-Hub-Signature-256`) is enforced when `GITHUB_WEBHOOK_SECRET` is set. ## Notes - Built on `twenty-sdk@2.0.0` / `twenty-client-sdk@2.0.0` - Decoupled from internal modules (`quality/bug`, `discord`, `release`, `code-build`, `project-management`) — `mustBeQa` is inlined and a local `github` nav folder replaces shared ones - `npx twenty typecheck`, `yarn lint`, and `npx twenty build` all run cleanly - Includes a comprehensive README with setup, env vars, webhook configuration, and the auth resolution flow
50 lines
1.4 KiB
TypeScript
50 lines
1.4 KiB
TypeScript
export type RetryOptions = {
|
|
retries?: number;
|
|
baseDelayMs?: number;
|
|
maxDelayMs?: number;
|
|
shouldRetry?: (err: unknown) => boolean;
|
|
};
|
|
|
|
const sleep = (ms: number) => new Promise<void>((r) => setTimeout(r, ms));
|
|
|
|
export async function retry<T>(
|
|
label: string,
|
|
fn: () => Promise<T>,
|
|
options: RetryOptions = {},
|
|
): Promise<T> {
|
|
const requestedRetries = options.retries ?? 3;
|
|
const retries = Math.max(
|
|
Math.floor(Number.isFinite(requestedRetries) ? requestedRetries : 1),
|
|
1,
|
|
);
|
|
const baseDelayMs = options.baseDelayMs ?? 500;
|
|
const maxDelayMs = options.maxDelayMs ?? 5_000;
|
|
const shouldRetry = options.shouldRetry ?? (() => true);
|
|
|
|
let lastErr: unknown;
|
|
for (let attempt = 1; attempt <= retries; attempt++) {
|
|
try {
|
|
return await fn();
|
|
} catch (err) {
|
|
lastErr = err;
|
|
const msg = err instanceof Error ? err.message : String(err);
|
|
|
|
if (attempt === retries || !shouldRetry(err)) {
|
|
console.log(
|
|
`[retry] ${label} attempt ${attempt}/${retries} failed (giving up): ${msg}`,
|
|
);
|
|
throw err;
|
|
}
|
|
|
|
const delay = Math.min(maxDelayMs, baseDelayMs * 2 ** (attempt - 1));
|
|
const jittered = delay + Math.floor(Math.random() * baseDelayMs);
|
|
console.log(
|
|
`[retry] ${label} attempt ${attempt}/${retries} failed, retrying in ${jittered}ms: ${msg}`,
|
|
);
|
|
await sleep(jittered);
|
|
}
|
|
}
|
|
|
|
throw lastErr;
|
|
}
|